Business And Economy Archive
Thread: Planned Vendor revamp: Concerns
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Spookibus
Wed Feb 16, 2005 1:53 am
#14
Too many businessmen witha "lowering prices will hurt the vendor" attitude is exactly why a certain discount store is now the largest single employer in the U.S.
I'm not a merchant, but I sell loot and harvested resources on the in-game eBay system a lot. I pull up lists ofsimilar items, price mineless than the competition, and things tend to sell quickly. If a certain kind of hide seems to be priced at 5 cpu, I sell mine for 4. I make less money per sale, but since I have MORE sales, I actually come out ahead.
If someone's willing to sell similar quality for lower prices, then you either have to compete or you're out of business.
Mizztery
Wed Feb 16, 2005 5:45 am
#15
I have a master merchant toon AND a Master Architect/Tailor/Artisan toon. I have mixed feelings on this revamp, yes it will cut down the time it takes for you to find an object galaxy wide. The downside as I see it is, how many times have you gone somewhere, and discovered a new vendor with better prices, and better quality products and then returned there often? You see architects barely make a profit on thier goods, especially the harvesters due to the HIGH demand for BER 13 harvesters. The resources sure they are cheap enough if you dig them up but, now that the storage "bug" is fixed, crafters have to use their lots for storage of resources, and if you are multi profession crafter like myself it does nothing but hinder you! (but thats another thread)
How many times have I offered a discount as a novice arch/tailor/artisan to someonebecause I know that I DON'T have a 12pt suit and can not afford one yet??
How many novice / starting crafters will be over looked by this merchant revamp system?
It would be nice if you could choose which vendors to list on the galaxy market, but also there needs to be a way to give others a chance! Heck while we are at it why dont we just eleminate vendors all together?!? (I personally like the vendors just wish they could be more customizable during creation *points to fat ugly blue lipped green haired vendors unless intended)
Yes, I see an issue with everyone storing stuff on vendors in packs for 9999999999 xx . It would be good if you could sort the items by price etc, or opt NOT to have these items included in the global market, hmmm there's an idea, maybe offer each item TO the global market when it is placed on the vendor?? It would save a LOT of hassel.
Also, I see vendors in a "mall" type setting as a way to "showcase" our town! Why bother even having them if no one is going to visit/see them? How many towns have gotten visitors that have shopped around, stopped by and talked to the residents of a town, then turned around and ended up joining because its such a nice place??
Just my 2 cents worth (random rants 
Mizztery/Mizzz'/Mizzsquishy/Mizz'
BladePride
Wed Feb 16, 2005 7:26 am
#16
Mizztery wrote:
...
Also, I see vendors in a "mall" type setting as a way to "showcase" our town! Why bother even having them if no one is going to visit/see them? How many towns have gotten visitors that have shopped around, stopped by and talked to the residents of a town, then turned around and ended up joining because its such a nice place??
If the devs setup it up to where you can just search from the terminal, but you still have to go to the vendor to buy this will not be a problem. I would guess that a lot of people would search on the terminal, find what they need then run out to the vendor to pick up the item. When they get there they maysee a vendor holding goods they had forgot they needed, and buy from it to.
Capt_Obvious
Thu Feb 17, 2005 7:06 am
#17
Just a note that I havent see mentioned yet. Now as we all know for your vendor to be listed on the planetary map you have to be a 3-0-0-0 merchant. So why not make it so you have to be a 4-0-0-0 merchant to have your items listed centrally on the bazaar. I also agree that it shouldn't be insta-delivered... its not now, why should it be after the revamp. Example you goto the bazaar and search galaxy wide from coronet but can only find what you want in theed... you buy it in coronet, travel to theed... pick it up. Same idea here only the system sends you an email with the waypoint of the vendor, you goto that waypoint and pickup your items. This would also solve the newbie merchant experience gathering problem as you would still be having someone accessing your vendors when they pick it up.
Dunno am I a raving lunatic or a misunderstood genius here... Let me know what you think about the 4-x-x-x merchant thing tho to list centrally as this way an xx3x artisan with a single bulkie vendor wouldnt be rewarded the same as those who have put the time and energy into the insane grind that is merchant xp.
The-waco kid (jack of all trades)
-nuna- slayer (master artisan, master armorsmith, with master weaponsmith ambitions)
Tempest Galaxy
WiseBobo
Thu Feb 17, 2005 7:56 am
#18
When I set out to find an item I am particularly looking for, I want to avoid as much downtime as possible in both A) getting there, and B) using my item. Traveling from planet to planet, "searching" for the right vendor wastes both my money, and my time. I myself, am a novice pistoleer/commando. I have absolutely no general set income, so I thrive on what little money I can make on missions. I can simply not afford to repeatedly purchase starport tickets, shuttleport tickets, and so forth, just simply trying to find the Geo blaster I am looking for, or a new set of Composite.
This search will allow for someone to find what they are looking for much quicker, and could only make someone happier as a result. The main concern I see in vendors is that they might be ignored because possibly their stuff isn't the best of the best, but you know what, guys like me are always looking for a bargain. More often than not I will opt-out for the cheaper weapon because I am indeed frugal, and loathe this big-time money makers who make millions in credits on a daily basis, while my normal intake is barely over 100,000. Again, just to summarize, the vendor search will not be a problem, and is a good idea.
This search will allow for someone to find what they are looking for much quicker, and could only make someone happier as a result. The main concern I see in vendors is that they might be ignored because possibly their stuff isn't the best of the best, but you know what, guys like me are always looking for a bargain. More often than not I will opt-out for the cheaper weapon because I am indeed frugal, and loathe this big-time money makers who make millions in credits on a daily basis, while my normal intake is barely over 100,000. Again, just to summarize, the vendor search will not be a problem, and is a good idea.
Mahvet
Thu Feb 17, 2005 7:56 am
#19
Or perhaps offer the best of both worlds.
Have a central terminal to "list" all goods available, but no delivery option.
Then players can find what they are looking for and figure out where it is, but still have to go and pick it up. Then you don't have to worry about the vendor not having the item. Even let the player buy the item remotly but still have to go to the vendor itself to pick it up.
No more worries about empty malls with nothing in them, or about a vendor not stocking what you need. But you still need to travel to pick it up, and while you are out there, you might also check out that "loot" vendor right next store.
Just an idea.
--Mahvet
Have a central terminal to "list" all goods available, but no delivery option.
Then players can find what they are looking for and figure out where it is, but still have to go and pick it up. Then you don't have to worry about the vendor not having the item. Even let the player buy the item remotly but still have to go to the vendor itself to pick it up.
No more worries about empty malls with nothing in them, or about a vendor not stocking what you need. But you still need to travel to pick it up, and while you are out there, you might also check out that "loot" vendor right next store.
Just an idea.
--Mahvet
Poldano
Thu Feb 17, 2005 8:04 pm
#20
I play as a crafter and merchant, but nonetheless wish I could find items more easily. I fully understand and sympathize with the objections brought up by the majority of the crafters and merchants, in hundreds (perhaps thousands) of posts on various forums. This thread kind of summarizes the issue.
I believe the devs forgot that they needed to do systems analysis and design on this. The original proposal made the entire Advertising branch of the merchant profession useless. I believe there are ways to create opportunities for the merchant profession and crafters in this, while easing the pain of every player who hates to use precious gaming time checking vendor after vendor. I hope the devs hear the hue and cry in the right way.
Saego, Wanderhome
GraySeven
Fri Feb 18, 2005 10:02 am
#21
I fully agree that any "galactic bazaar" listing should be at least a Tier 4 skill, if not a Master box skill.
I'm glad to see the Dev's re-evaluating this change so that it doesn't hurt any one profession.
A point I'd like to bring up:
We already have a galactic listing in existance in the current bazaar. The only problems with it currently are that the price is limited, people use it for advertising by placing items for auction at max so they don't loose the item and you have to go to an NPC city to use it (and the catagories need fixed, but we all knew that a while ago) and the 25 item limit.
Should max selling price be adjustable for skilled Merchants? Should they be able to sell for a higher max as they gain skill and be able to post more items as well? What affect would this have on the community at large?
Diorchas
Fri Feb 18, 2005 10:24 am
#22
I think if the devs just removed the "insta-delivery" aspect of the system it might be ok. Sure, there'd be rampant undercutting and the market value of crafted goods and resources would deflate accordingly, but I suspect that we crafters would get more business from it than we would lose.
The only real concern I have is that powercrafters (those with PAs/Cities behind them) will be able to effectively price their independant rivals out of the market. Before anyone gets on their soapbox, keep in mind that my main character is a "powercrafter" in the way I've described above. I'm trying to be honest about the ramifications of this system, though, and that means that harcoding a system that makes the playing field unfairly favour my character and others like him is very unfair to our competition.
Makris
Fri Feb 18, 2005 10:45 am
#23
I am the furthest thing from a crafter (BH), yet I agree. Crafters are getting the shaft here. Typical shoppers won't have the knowledge or the time to distinguish the quality of the product.
Plus, combat professions make money by (a) completing combat missions AND (b) selling loot (which can be very lucrative). The only way a crafter makes good money is by making high quality products, which requires the education of buyers. If we put the high quality stuff in the same box and the not-so-high quality stuff, we're only stimulating the sales of mediocre products.
However, I will say that those that already have a good reputation with highend players will not lose much business.
They just won't gain much more.
GrafvonSoden
Fri Feb 18, 2005 10:46 am
#24
I'd like to see it work pretty similar to the way it does now. I search for the item I want, Then find the Price I'm willing to pay, then purchase it. At that time, If the purchase location is not the vendor i'm standing at, I have to go fetch the item from it's location.
I dont always purchase the "Best" quality item. Especially when a cheaper one will do just fine and actually turns out to be a better bargin.
Thanks
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